>>718523463
>>718487201
>>718488026
Oh yeah, you just reminded me I have this thing written up in my notes. About how you could remove Mumbo Pads in a Banjo-Tooie remake and just have it so Mumbo learns a new spell he can use whenever he wants, like how Banjo learns new moves.
>Levitate - Mumbo yoinks the telekinesis ability from Nuts and Bolts and uses it himself, because Mumbo does what he wants. Upgrade: He learns to self-levitate for a few precious seconds, the same way Peach does in Smash Bros. So no gaining height.
>Power/E.M.P. - (Replaces Mumbo's original zap stick melee attack.) Mumbo gains the ability to shoot projectile blasts of magical lightning. Tapping fires instantly and leaves foes paralyzed. Or, you can hold the button to charge up the attack, creating a truly powerful lightning bolt beam that insta-kills most enemies. This lightning powers up rides in Witchyworld and interferes with electronic mechanisms in Grunty Industries. Upgrade: Tapping now gives you the powered-up version. Holding gives a much bigger electric blast that can kill a group of enemies.
>Sunlight/Rain Dance - Mumbo gains the ability to change the weather, having various effects for each map. (JRL starts off cloudy when you first arrive). As long as you're standing outside. Upgrade: He gains the ability to change the time of day, which affects what characters are doing and when certain events take place
I was gonna post all that to Reddit, but I never finished it cuz I could never think of anything interesting for Enlarge, Summon, or Life Force/Heal that would be useful during normal gameplay and not just super context-dependant gimmicky thing. I want everything he learns to genuinely expand his toolkit. Yeah Mumbo could heal himself, control enemies/statues, change the size of objects or become giant Mumbo/tiny Mumbo, but like....who cares, y'know?? I do really like the idea of removing Mumbo Pads tho and just having him learn new spells.